Error During "Making" (msys2) The Homebrew

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I am trying to make a visualisation of a 3D cube on a plane (using Citro3D) but this error keeps on coming up. I tried following the instructions listed on msys2 but the error wouldn't go away. This is the error:

Screenshot 2025-02-22 202153.png


This is probably a programming error that can be fixed easily. The code is listed below:
C++:
#include <list>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <3ds.h>
#include <citro3d.h>
#include "vshader_shbin.h"

#define CLEAR_COLOR 0x68B0D8FF
#define DISPLAY_TRANSFER_FLAGS \
    (GX_TRANSFER_FLIP_VERT(0) | GX_TRANSFER_OUT_TILED(0) | GX_TRANSFER_RAW_COPY(0) | \
    GX_TRANSFER_IN_FORMAT(GX_TRANSFER_FMT_RGBA8) | GX_TRANSFER_OUT_FORMAT(GX_TRANSFER_FMT_RGB8) | \
    GX_TRANSFER_SCALING(GX_TRANSFER_SCALE_NO))

typedef struct { float position[3]; float texcoord[2]; float normal[3]; } vertex;

//float cube[] = {
//   
//    // First face (PZ)
//    // First triangle
//    { {-0.5f, +0.01f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
//    { {+0.5f, +0.01f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
//    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
//    // Second triangle
//    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
//    { {-0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
//    { {-0.5f, +0.01f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
//
//    // Second face (MZ)
//    // First triangle
//    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
//    { {-0.5f, +1.01f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
//    { {+0.5f, +1.01f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
//    // Second triangle
//    { {+0.5f, +1.01f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
//    { {+0.5f, +0.01f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
//    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
//
//    // Third face (PX)
//    // First triangle
//    { {+0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
//    { {+0.5f, +1.01f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
//    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
//    // Second triangle
//    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
//    { {+0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
//    { {+0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
//
//    // Fourth face (MX)
//    // First triangle
//    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
//    { {-0.5f, +0.01f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
//    { {-0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
//    // Second triangle
//    { {-0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
//    { {-0.5f, +1.01f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
//    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
//
//    // Fifth face (PY)
//    // First triangle
//    { {-0.5f, +1.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
//    { {-0.5f, +1.01f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
//    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
//    // Second triangle
//    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
//    { {+0.5f, +1.01f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
//    { {-0.5f, +1.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
//
//    // Sixth face (MY)
//    // First triangle
//    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
//    { {+0.5f, +0.01f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
//    { {+0.5f, +0.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
//    // Second triangle
//    { {+0.5f, +0.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
//    { {-0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
//    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
//}

//float ground[] = {
//    // First square (PZ)
//    // First triangle
//    {{+2.0f, +0.0f, +2.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
//    {{+2.0f, +0.0f, -2.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
//    {{-2.0f, +0.0f, +2.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f}},
//
//    // Second triangle
//    {{+2.0f, +0.0f, +2.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
//    {{+2.0f, +0.0f, -2.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
//    {{-2.0f, +0.0f, +2.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f}},
//}

static DVLB_s* vshader_dvlb;
static shaderProgram_s program;
static int uLoc_projection, uLoc_modelView;
static int uLoc_lightVec, uLoc_lightHalfVec, uLoc_lightClr, uLoc_material;
static C3D_Mtx projection;
static void* vbo_data;
static C3D_Mtx material ={
    {
    { { 0.0f, 0.2f, 0.2f, 0.2f } }, // Ambient
    { { 0.0f, 0.4f, 0.4f, 0.4f } }, // Diffuse
    { { 0.0f, 0.8f, 0.8f, 0.8f } }, // Specular
    { { 1.0f, 0.0f, 0.0f, 0.0f } }, // Emission
    }
};


static const vertex vertex_list[] = {
    // cube
    // First face (PZ)
    // First triangle
    { {-0.5f, +0.01f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
    { {+0.5f, +0.01f, +0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },
    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
    // Second triangle
    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
    { {-0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, +1.0f} },
    { {-0.5f, +0.01f, +0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f} },

    // Second face (MZ)
    // First triangle
    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
    { {-0.5f, +1.01f, -0.5f}, {1.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },
    { {+0.5f, +1.01f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
    // Second triangle
    { {+0.5f, +1.01f, -0.5f}, {1.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
    { {+0.5f, +0.01f, -0.5f}, {0.0f, 1.0f}, {0.0f, 0.0f, -1.0f} },
    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, 0.0f, -1.0f} },

    // Third face (PX)
    // First triangle
    { {+0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
    { {+0.5f, +1.01f, -0.5f}, {1.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },
    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
    // Second triangle
    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
    { {+0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {+1.0f, 0.0f, 0.0f} },
    { {+0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {+1.0f, 0.0f, 0.0f} },

    // Fourth face (MX)
    // First triangle
    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
    { {-0.5f, +0.01f, +0.5f}, {1.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },
    { {-0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
    // Second triangle
    { {-0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
    { {-0.5f, +1.01f, -0.5f}, {0.0f, 1.0f}, {-1.0f, 0.0f, 0.0f} },
    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f} },

    // Fifth face (PY)
    // First triangle
    { {-0.5f, +1.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
    { {-0.5f, +1.01f, +0.5f}, {1.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },
    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
    // Second triangle
    { {+0.5f, +1.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
    { {+0.5f, +1.01f, -0.5f}, {0.0f, 1.0f}, {0.0f, +1.0f, 0.0f} },
    { {-0.5f, +1.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, +1.0f, 0.0f} },

    // Sixth face (MY)
    // First triangle
    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
    { {+0.5f, +0.01f, -0.5f}, {1.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
    { {+0.5f, +0.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
    // Second triangle
    { {+0.5f, +0.01f, +0.5f}, {1.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
    { {-0.5f, +0.01f, +0.5f}, {0.0f, 1.0f}, {0.0f, -1.0f, 0.0f} },
    { {-0.5f, +0.01f, -0.5f}, {0.0f, 0.0f}, {0.0f, -1.0f, 0.0f} },
    
    // ground
    // First square (PZ)
    // First triangle
    {{+2.0f, +0.0f, +2.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
    {{+2.0f, +0.0f, -2.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
    {{-2.0f, +0.0f, +2.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f}},

    // Second triangle
    {{+2.0f, +0.0f, +2.0f}, {0.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
    {{+2.0f, +0.0f, -2.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, +1.0f}},
    {{-2.0f, +0.0f, +2.0f}, {1.0f, 1.0f}, {0.0f, 0.0f, +1.0f}},
}

#define vertex_list_count (sizeof(vertex_list)/sizeof(vertex_list[0]))

static void sceneInit(void){
    // Load the vertex shader, create a shader program and bind it
    vshader_dvlb = DVLB_ParseFile((u32*)vshader_shbin, vshader_shbin_size);
    shaderProgramInit(&program);
    shaderProgramSetVsh(&program, &vshader_dvlb->DVLE[0]);
    C3D_BindProgram(&program);

    // Get the location of the uniforms
    uLoc_projection   = shaderInstanceGetUniformLocation(program.vertexShader, "projection");
    uLoc_modelView    = shaderInstanceGetUniformLocation(program.vertexShader, "modelView");
    uLoc_lightVec     = shaderInstanceGetUniformLocation(program.vertexShader, "lightVec");
    uLoc_lightHalfVec = shaderInstanceGetUniformLocation(program.vertexShader, "lightHalfVec");
    uLoc_lightClr     = shaderInstanceGetUniformLocation(program.vertexShader, "lightClr");
    uLoc_material     = shaderInstanceGetUniformLocation(program.vertexShader, "material");

    // Configure attributes for use with the vertex shader
    C3D_AttrInfo* attrInfo = C3D_GetAttrInfo();
    AttrInfo_Init(attrInfo);
    AttrInfo_AddLoader(attrInfo, 0, GPU_FLOAT, 3); // v0=position
    AttrInfo_AddLoader(attrInfo, 1, GPU_FLOAT, 2); // v1=texcoord
    AttrInfo_AddLoader(attrInfo, 2, GPU_FLOAT, 3); // v2=normal

    // Compute the projection matrix
    Mtx_PerspTilt(&projection, C3D_AngleFromDegrees(80.0f), C3D_AspectRatioTop, 0.01f, 1000.0f, false);

    // Create the VBO (vertex buffer object)
    vbo_data = linearAlloc(sizeof(vertex_list));
    memcpy(vbo_data, vertex_list, sizeof(vertex_list));

    // Configure buffers
    C3D_BufInfo* bufInfo = C3D_GetBufInfo();
    BufInfo_Init(bufInfo);
    BufInfo_Add(bufInfo, vbo_data, sizeof(vertex), 3, 0x210);
}
static void sceneRender(void){
    // Calculate the modelView matrix
    C3D_Mtx modelView;
    Mtx_Identity(&modelView);

    // Update the uniforms
    C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_projection, &projection);
    C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_modelView,  &modelView);
    C3D_FVUnifMtx4x4(GPU_VERTEX_SHADER, uLoc_material,   &material);
    C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightVec,     0.0f, 0.0f, -1.0f, 0.0f);
    C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightHalfVec, 0.0f, 0.0f, -1.0f, 0.0f);
    C3D_FVUnifSet(GPU_VERTEX_SHADER, uLoc_lightClr,     1.0f, 1.0f,  1.0f, 1.0f);

    // Draw the VBO
    C3D_DrawArrays(GPU_TRIANGLES, 0, vertex_list_count);
}
static void sceneExit(void){
    // Free the VBO
    linearFree(vbo_data);

    // Free the shader program
    shaderProgramFree(&program);
    DVLB_Free(vshader_dvlb);
}

int main(int argc, char* argv[]){
    // Initialize graphics
    gfxInitDefault();
    C3D_Init(C3D_DEFAULT_CMDBUF_SIZE);

    // Initialize the render target
    C3D_RenderTarget* target = C3D_RenderTargetCreate(240, 400, GPU_RB_RGBA8, GPU_RB_DEPTH24_STENCIL8);
    C3D_RenderTargetSetOutput(target, GFX_TOP, GFX_LEFT, DISPLAY_TRANSFER_FLAGS);

    // Initialize the scene
    sceneInit();

    // Main loop
    while (aptMainLoop())
    {
        hidScanInput();

        // Respond to user input
        u32 kDown = hidKeysDown();
        if (kDown & KEY_START)
            break; // break in order to return to hbmenu

        // Render the scene
        C3D_FrameBegin(C3D_FRAME_SYNCDRAW);
            C3D_RenderTargetClear(target, C3D_CLEAR_ALL, CLEAR_COLOR, 0);
            C3D_FrameDrawOn(target);
            sceneRender();
        C3D_FrameEnd(0);
    }

    // Deinitialize the scene
    sceneExit();

    // Deinitialize graphics
    C3D_Fini();
    gfxExit();
    return 0;
}
 

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